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    posted a message on How to beat control warlock?

    In truth Warlock Giant decks are one of the most one-sided deck styles. When you win games, you win hard. The kind of wins that you can taste as you rush into another game. When you lose games, they're some of the most one-sided losses as well.

    Paladins, as stated, are one of them. Lets not forget Aldor either, as that has screwed my big plays time and time again. The combination of control cards Paladin has alongside the ability to close out games with burn from Consecrate/Avenging Wrath/Truesilver and the almighty anti-Jaraxxus beatstick (aka Ashbringer) will let you step all over Warlock Giants.

    Posted in: General Discussion
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    posted a message on Thoughts on Sylvanas + Void Terror

    Void Terror has such amazing potential, I'm just waiting for the card list to expand for him to get more combo play going. Deathrattles all work, he can be pulled with Sense Demons, Summoning Portal is a riot with him (even just those two alone for a 4 mana play.) Blood Imp used to work where he would get the combined health of each minion plus the aura from Blood Imp as well as the buff post-merge (1 health + 1 per monster absorbed). This still works with Raid Leader/Stormwind Champion/Power Overwhelming/Nightmare for large boosts.

    I ran an aurabuff swarm deck with Blood Imp/Raid Leader alongside double summons and Imp Master to some great results for some time. One of the most fun decks I've played and when you get going, literally has no answers to a swarmed field alongside megabuffed 13/11 Void Terror.

    I've had some legendary plays happen with Void Terror and Sylvanas, he's a fun card and will eventually reach viability one day once he makes more friends. New Deathrattle minions are inevitable!

    Posted in: Warlock
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    posted a message on Slow Play

    To be fair, I do let the clock run out once every now and then getting a drink, watching twitchplayspokemon, looking at forums, bathroom break whatever. Maybe he was juggling cooking and Hearthstone, who knows?

    On the other hand, there have been instances where someone has a bad day and resorts to trolling, the emote spam and ending their turn right before the timer pops to ensure they draw out the game as long as possible is typical of this sort. Unfortunately, there isn't much the victim can do in this situation.

    Posted in: General Discussion
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    posted a message on Is the initial starting hand size too small?

    While I agree 30 is somewhat small, it is understandable because you only have a repeat of 2 cards in each deck.

    I thought the thread title was referencing a small starting hand for player 1 as you mulligan, but that's also another issue that might be looked at.

    Posted in: General Deck Building
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    posted a message on Flamestrike

    Don't overplay your hand. That's the best advice there is in this instance, whether you prefer to hear it like that or not.

    The idea behind Flamestrike is clearing the board because the Mage is in a tight situation, correct? Whether there is a difference of 3 monsters or 4 monsters usually holds no difference to the Mage. When it hits 7 mana, it's most likely do-or-die when Flamestrike is played. The important answers from the flamestrike-ee are threefold: presenting a big threat that will still deal a good amount of damage while Flamestrike is used because said AoE takes up the entire turn; if you drop something like a Frostwolf Warlord on the board alongside three creatures, the Mage will still be on the back foot after Flamestrike. Another option is to survive, buffs like Imp, Argus, whatever. The final option is being able to repopulate the board directly after Flamestirke. If you agree that being ahead on the board with a few minions against a Mage late game is good, don't play anything else and pressure the Mage into playing it. It takes up the entire turn, you drop more minions, and you're back to square 1 with the Mage still down.

    As always the question is what if they had a second Flamestrike? Either you weren't meant to win, or you didn't win yet because s/he had two dead cards post-7 mana and that was your opening to push for a win. That was probably a situation you SHOULD have overplayed your hand then. With that said, welcome to Hearthstone!

    Posted in: Mage
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    posted a message on How to beat control warlock?

    More often than not, they rely on big creatures to overwhelm your mid-game. The inclusion of early aggression to solidify the board and force them to lower their health more than comfortable, then well-timed removals will open the path for a win. Rogue does this especially will and playing cards like Sap will make them cry.

    Any idea what you're losing to and around what mana you find yourself stumped? That's good info if you'd like more in return.

    Posted in: General Discussion
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    posted a message on [Pre GVG] Force of Murloc

    As always, Mages are quite tough with any rush deck, I think it's best to wait until mid-game and try to combo for some insane damage. Best to bide your time and not overplay until round 5~6, then you much for the most damage possible before burning her late game. Savage Roar + Force of Nature is key as well as all your other direct damage. Luckily, the use of Blizzard is no longer prevalent.

    Knife Juggler is also a great card to throw in, no complaints - especially with Force of Nature!

    Posted in: [Pre GVG] Force of Murloc
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    posted a message on [Pre GVG] Warlock Low Mana Rush

    I'd like to throw this here, since I know not everyone uses the forums:

    I would like to remind everyone of this deck's original purpose: until this deck no longer helps a newer player gain a fair advantage going into any game mode against a player of the same skill level that has invested more time or money, it stays as a testament among many others that the outcome of the game is not nearly dependent on the cost/strength of one's deck as players think.

    I am not expecting to change this deck any further until there is some considerable change in cards, there are excellent decks that you can look for elsewhere as you improve the state of your Warlock Aggro-styled decks. Thalnos <-> Kobold Geomancer is the obvious swap, to those who are wondering. The legendary is optional and I didn't really factor in the cost of said legendary when referencing this deck for that reason.

    Cheers,
    Aishi

    Posted in: [Pre GVG] Warlock Low Mana Rush
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    posted a message on How much cash have you blown on this game?

    There are a few threads active on this topic already. You can take a gander over there.

    Posted in: General Discussion
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    posted a message on 3 rares to craft... Advices?

    Personally, I would wait for the ability to craft a Molten Giant. Everything else can wait, but the addition of a Molten Giant to a Warlock deck completely changes the dynamic. You will, in theory, always have a saving grace and every single time you life tap, you gain a potential advantage going on later into the game. 

    If you must craft something now, I wouldn't be opposed to crafting a few commons as well since they are the foundation of your deck. Harvest Golems is a great card. Sunfury and Defender of Argus are often vital to Giants decks. I've seem some run Azure Drakes for the draw power and the small addition of a decent mid-game monster and Shadowflame buff of sorts, they're very good for pushing the power of an entry-level deck up. You can grab another Loot Hoarder, or even push for more universal cards like Sunwalker/Argent Commander.

    You can't go wrong with the fundamental choices for crafting but again, I encourage you to save up for the Giants.


    Posted in: Warlock
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    posted a message on people having over 5000 gold?

    Simply put, you win more gold than you spend on the entry fee in Arena. There are players who specialize in Arena and have a good enough knowledge of said strategies and mechanics to win enough to reimburse the fee.

    Posted in: General Discussion
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    posted a message on How much have you spent on Hearthstone?

    My main account, I dropped approximately 120$ on. Most just adds up over time when I get bored and the ability to pay as well as the excitement of opening packs gets a bit too accessible. 

    My second account, I paid no money, but unfortunately it got slightly boring for how I prefer to play and experiment the game. It was more of an experiment with how far I can get using a basic-only Mage deck. It sits at rank 9 atm, unfortunately you can't play control without sustain when the opponent has no minions to control as many Hunters can simply lock me down and whittle me into burst range.

    Posted in: General Discussion
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    posted a message on advancing fast but need advice so much

    Well, to be fair, Aggro will exist much more in the higher tiers. Control only becomes prominent in the mid-level of play when people start to get a better handle on the game and some playtime to afford to grab the necessary legendaries for a back.

    In short, new players play aggro or some random deck with strong game changing spells -> notice an increase in control because players have more cards to support an expensive deck type -> aggro comes back again after advancing through more ranks because it is the more consistent deck type at the moment and will populate higher levels of play.

    Although this is some heavy generalization, it's what I've personally experienced. Experience does vary to be fair.

    Posted in: Rogue
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    posted a message on Opinions on Ysera on a Mage or Paladin deck

    The issue with Ysera in a Paladin deck is the fact that she provides no concrete advantage the turn she's played and can't close out games as quickly as some other cards. It's a conflict of style alongside just having better alternatives in terms of legendaries. Paladins more often than not prefer to force the opponent to overextend with a multitude of control cards, so having something that can force the game into burn territory for Paladin to finish off the battle of attrition is favorable. Rag ends games on a whim, Tirion has all the pressure in the world once Ashbringer comes into play, Leeroy has amazing reach, and the other chosen legendaries have enough of an effect to either extend it to late game or steal the mid-game away before the opponent can prepare counterplay as they ready for late game.

    Just my two cents as to why Ysera disappeared into the foreground. The view of late game is no longer "get more ahead", rather, "end the game now"

    Posted in: Card Discussion
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    posted a message on Rogue Template Deck

    I already have two Argent Squires in this deck as well as two Novice Engineers.

    For Edwin, you should preferably swap out an Assassinate for him. I'm not a big fan of carrying two Assassinate and the speed/cost of it won't help Edwin. I also believe morgen is referring to Shadowstep, which isn't a bad idea if you're able to keep a few more battlecries on the field to support the effect alongside buffing Edwin. You'd have to make a few adjustments for Shadowstep to get better value, but it can work - look for some simpler charge monsters if you want an aggressive deck to put Edwin in or try Gnomish with its higher health to act as a psuedo-heal.

    Thanks for your kind words, I've been out of touch with making new content as of late, so I've resigned to just hang around on the forums until I can pick up streaming and such again. If there's anything you'd like to ask, shoot me a pm.

    Posted in: Rogue
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